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Forum Game - What Does This Charm Do?

06-09-2014, 01:03 AM

I have The Boredom, and it feels like it's been a while since someone introduced a forum game, so here we go.

Things begin when I drop in a fictional Charm name at the end of my post. The next poster then describes its general effect, splat of origin, and Ability/Attribute/whatever tie, and then ends with one or more (let's say no more than three) new fictional Charm names for the next poster to define. If there are multiple Charm names, the new poster doesn't need to feel obligated to define all of them.

Minor ground rules for how loose this is meant to be:
- A name doesn't need to be defined as a Charm: the new poster could say it's a Sorcery spell, Evocation, Rank, Knack, innate ability on a behemoth or other creature, whatever.
- Given the above, "Splat of origin" and "Ability/Attribute/whatever" may not neatly apply, but eh, just give some idea about what uses it and how.
- Non-canon splats and the like -- whether written up, conceptualized, or made up for the sake of the answer -- are A-OK! Just try to give some vague notion of what they are. Ditto utterly speculative concepts.
- Mechanics and balance (for any or no edition) are fine if you wanna, but a general and cool effect for the name is the important thing.
- If you're moved to develop details in an answer in addition to those three, go nuts with sharing them!
- NEW (12/21/14) : If a full week has passed without any response to the current name(s), a new poster may respond to any unused prior name. Try to aim for something recent, though no biggie.

... Oh, and apologies to anyone coming in here disappointed for having expected something related to Dexter's Laboratory. >_>

EDIT: Around two weeks later, the whim has struck me to listing all of these in a log. Just the first page for now, I think. I may add descriptions and a second list sorting them all into categories, but that'll come later.

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Lunar Shapeshifting Knack. Kill the target, eat the heart to not only gain their shape, but also his knowledge, allowing perfect (with a capital P) mimicry and the ability to add that person as a "contacts" background so you can draw on their knowledge at any time.

Heaven's Lonely Sight.

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As long as the Sidereal is alone and has no assistance from allies, and is at Long Range, he may continue to make Unexpected attacks against any target in his line of sight. Once chosen, the Target may not be changed without a reactivation of this Charm. Additionally, as long as the Sidereal may move, the Target may not close distance with the Sidereal, remaining at Long Range until the Charm ends in (archery) rounds.

The storm sifu's wrath cannot be stayed by mere distance; she forms her will into a gust as strong as steel, and strikes all her opponents at once. The martial artist makes up to (Essence) attacks at targets she can see within (25*Essence) yards. No target may be struck more than once.

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As the Deathknight saunters through the darkness, the echo of her footsteps calls out to the denizens of the night. The Abyssal rolls Charisma + Socialize as a social influence against all criminals, thieves and murders in the area, benefiting from any intimacies towards crime that these blackguards might possess. Those who fall under the Abyssal's influence seek her out and willingly join her criminal gang until the sun next rises.

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Dragon-Blooded Resistance. The Terrestrial's anima hardens into a crystalline shell, converting its anima flux into a sporadic defensive boost instead of a recurring damage effect.

Running Through the Night Royalty

I'm reminded of a thing I saw once where a nobleman smuggled a prisoner out of a secure area by dressing her up like a prostitute and then stumbling through the halls with her with some wine and a lot of yelling. Everyone else studiously ignored them, enabling their escape.

No one wants to impede the path of important people on private errands, or admit to being a witness to their passage. A Solar in a hurry to be somewhere can activate this charm and find that crowds of people will part before him - people are just naturally inclined to make way, and look away. Anyone caught by the effect of this charm gains a temporary intimacy that will make them disinclined to talk about or remember the Solar. The benefits of this charm extends to anyone who is traveling with the Solar who does not interact with the crowd.

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Sidereal Socialise. The exalt may not know a taboo or otherwise shameful secret of the target, but they don't really care. They make a wild accusation against the target as part of activating this charm, which Fate will make sure they can later find evidence for.

I'll let someone answer Tiresias' one rather than keeping two going at once.

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Infernal Brawl When the Green Sun erupts, all is consumed in diseased sunfire. This supplements a Brawl attack, making it deal lethal damage and allowing the Infernal to gain one health for every two damage he deals. However, if the attack deals no damage, the Infernal instead takes (Essence) damage, as his own sunfire consumes his immortal flesh. Next Charm: The Heart Dies Slowly

"We do not quit playing because we grow old, we grow old because we quit playing." - Oliver Wendell Holmes

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Solar Integrity - A solar never gives up on the the things he cares about. This Charm permanently makes it so that any positive intimacy the Exalt possesses takes twice as long to degrade by any means, and even Charms which automatically remove intimacies must be used twice.

New Charm: Endless Cycle Conflux

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Solar-Lore: The Solar enters a deep meditative state throwing his mind back into past ages. Surveying a blinding white landscape, the Solar sees golden figures coalesce out of the light, the embodiment of his exaltation's past incarnations. The Solar may seek advise from these knowledgeable echoes of who they once were, though there is no guarantee that they will give clear or even truthful answers.

New Charm: Pilfered Perfection of Power

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Lunar Appearance; by stealing a small piece of the target (usually blood or hair), the Moonchild may cloak their magics in an illusory guise of acts the target might commit. With the gnarled fingerbone of an aged Terrestrial in their grip, the Lunars fluid-flesh agility is obscured behind lightning speed and helpful winds, while the Lunatic's passionate entreaties burn with Draconic fire.

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Centipede Skin CurseType: InfernalAbility: Resistance
When using this charm, an Infernal grows hard bug-like plates all over his body, giving him additional soak against bashing and lethal damage for the remainder of the scene. This charm may be purchased multiple times. The second purchase grants additional points of bashing and lethal soak, but causes the Infernal to suffer a small mobility penalty when using this charm. The third purchase grants additional soak and causes short spines to grow out of the plates, allowing him to inflict lethal damage with unarmed and grapple attacks. At the fourth purchase, the Infernal may choose to commit motes spent to activate this charm, allowing it to remain active until the motes are released. Additionally, while using this charm, the Infernal loses [X] dice from all social roles except those involving intimidation due to his insectoid appearance.